Skyrim dawnguard vampir oder werwolf: Skyrim: Vampire Vs. Werewolf — Which Is Better?

Skyrim: Vampire Vs. Werewolf — Which Is Better?

Apart from Nords and the other meddling races whom Skyrim totally doesn’t belong to, the frigid northland of Tamriel is also home to vampires and werewolves. One might even say that they’re the most active in that region, especially now that The Elder Scrolls Online tapped into Skyrim once again and dumped a bunch of lycanthropes and bloodsuckers in the area.

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As for players who might have been tempted to go back to The Elder Scrolls V: Skyrimafter this, a hard bifurcation exists between choosing to be a vampire or a werewolf. You can only be either, not both at the same time. Hence, here’s a guide so that Dragonborns who are sick of being measly humanoids can weigh which supernatural creature to transcend to.

Updated November 16, 2021 by Sid Natividad: It’s high time for another playthrough of The Elder Scrolls V: Skyrim. For sure, you’re probably tired of the usual path (mage, warrior, thief) and will want to spice things up since you’ve technically been playing the game for ten years on and off. Some variety is in order and the vampire/werewolf conversion will spice things up.

Sure enough, you can only pick one of those and while we’ve already detailed why one might be better than the other, there are more arguments to be had regarding which is the better between the two. Hence, we revisit the two oldest sentient monster factions in Skyrim and pit them against each other once more so that you come out as the winner.

14/14 Why Vampire: Better Accessories

In line with vampires being more intellectually advanced creatures than werewolves, they crafted their own spellcasting paraphernalia to better suit their strengths. Vampires in Skyrim thus have a healthy selection of magical rings to choose from and almost all of them look great.

You can acquire all these rings in the Rings of Blood Magic quest. Werewolves do get their rings but they lack variety since the only viable werewolf playstyle is to maul enemies to death.

13/14 Why Werewolf: More Chaotic Gameplay

Vampires get more control over their powers, but werewolves offer more fun to be had with their lust for carnage. Unlike in Elder Scrolls 3: Morrowind, you don’t reluctantly turn into a werewolf at a fixed time. Instead, you can turn once a day and there’s a short duration (two minutes and 30 seconds).

That sounds rather limited but you can prolong the werewolf duration by killing and feeding on your victims. This adds an important layer of gameplay where you must always keep killing in order to maintain the form. Because once the werewolf duration is over, your character will revert back to their measly humanoid form wearing nothing but undies. By comparison, vampire gameplay is more conservative.

12/14 Why Vampire: They Used To Rule Parts Of Skyrim

Before the Nords came along and started shooing every other race out of Skyrim, the vampires (along with the beast races) partly ruled the frigid northlands of Tamriel. Lord Harkon, as well as Serana, are proof of this as their existence most likely precedes the Nords’ dominion in Skyrim.

Even as the Nords took over most of Skyrim, the vampire clans and families still had plenty of power and would work in the shadows to keep a healthy supply of mortal races like poultry. In fact, they did have a plan to take over several of the major holds like Falkreath and Morthal before the Dragonborn ruined everything.

11/14 Why Werewolf: Better Build Synergy With Certain Races

Of course, the beauty of playing Skyrim again is that you don’t have to adhere to standard builds. You can think up of overpowered combinations and a werewolf allows for an easy way to achieve this. A certain combat-oriented race such as the Orc has a racial bonus that makes them monsters in melee range. That would be Berserker Rage.

Pair that with the werewolf transformation as well as some of the other werewolf perks and melee rings and you can build a brutal character capable of taking on the whole garrison of Whiterun without cheats. No need for the cover of darkness or Magicka to boost damage. It’s a pretty straightforward murder machine.

10/14 Why Vampire: They’re More Sophisticated

Almost all literature involving vampires and werewolves portray the former as intelligent, calculating beings while the latter are primal and instinctive. That very well means vampires are more civilized and make for great conversationalists.

After all, they’ve spent a dizzying number of years being alive and conscious as well as introspective. This does have its negative results too such as vampires being snobs and elitists but it’s all part of their charm. They do know how to dine finely… even if they’re eating raw blood.

9/14 Why Werewolf: No Daylight Woes

Of course, the one weakness vampires have to balance out their immortality is the sunlight. In Skyrim, it’s not that deadly for them— they only get big stamina, health, and magicka penalties.

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Still, it’s quite significant especially if vampires are stuck in a daylight combat encounter outdoors. Werewolves simply do not have this problem and are free to roam around with reckless abandon.

8/14 Why Vampire: Easier Entry

To become a vampire in Skyrim, one only needs to be attacked by a random vampire roaming around Skyrim. With the Dawnguard expansion, this becomes easier given their increased population.

Meanwhile, becoming a werewolf is pretty much the Skyrimequivalent of a fraternity hazing. Contracting the lycanthropy disease which is a prerequisite to becoming a werewolf is more tedious as it requires players to put up with the Companions’ shenanigans.

7/14 Why Werewolf: No Upkeep

Despite the higher bar of entry for becoming a werewolf, players can consider that as a one-time entrance fee. Whereas being a vampire requires a constant dosage of hemoglobin from the citizens of Skyrim or as vampires would like to call them: food.

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Being a werewolf is less taxing on the necks of Nords and other races. It doesn’t require anything to maintain though the benefits are not as present as a vampire’s. For those that feel vampirism can be a chore, being a carefree werewolf is better.

6/14 Why Vampire: More Flexible Powers

Speaking of benefits, it would seem that vampires do have more access to them as one can simply tap into their main powers without the need to transform, unlike a werewolf. Vampires also have better spellcasting abilities, making them perfect for mages.

Moreover, their Illusion spells are more effective and you can easily play as a necromancer (or neck-romancers, ba-dum-tss). This makes combat with them more interesting compared to the usual mauling involved in being a werewolf.

5/14 Why Werewolf: Good Way To Commit Crimes

Being a murder-hobo in Skyrim is always a welcome experience once-in-a-while whenever an NPC looks the wrong way or mutters a loose comment. This can be a problem if one forgets to save their game. Thankfully, being a werewolf while doing that makes the mass murder inconsequential for you.

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Unless the player transforms in front of witnesses, no one will be able to pin the werewolf killing spree to them. This can also be used strategically for whenever players want to do assassinations in an urban and well-guarded area and not have to worry about bounties.

4/14 Why Vampire: Perfect For Stealth

Even if werewolves are situationally immune to bounties, there are still better ways of assassinating a specific target. Stealth is certainly a more interesting option and it just so happens that vampires make for good expert stalkers.

They get all kinds of bonuses in sneaking and hiding in the dark as well as some form of night vision too. It’s a great complement to being a member of the Thieves’ Guild or being a hitman for the Dark Brotherhood.

3/14 Why Werewolf: The Companions Are Cool

Say what you will about the Companions’ abrasiveness, but they’re some of the coolest Nords in Whiterun once they let the players into their inner circle. Turns out they’re not just boring rowdy mercenaries but also harbor some lethal secrets.

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Some of them are also awesome and useful companions such as Vilkas or Farkas or even Aela the Huntress. They’re a go-to for the standard barbarian-type character who prefers to talk using axes and swords because words are for mage nerds.

2/14 Why Vampire: Better Questline

Assuming players have Dawnguard, any lengthy story quest involving vampires is just better than what the companions put you through. Even if you join the Dawnguard faction, a certain vampire lord will still give you the option to become one of them.

Moreover, it involves Serana, an interesting addition to the A. I. companion pool of the game. The rewards for the main quest of the Dawnguard faction can also be a lot better and take the players to more interesting places in Skyrim.

1/14 Why Werewolf: Perfect For Melee

With all that’s said and done, one of the most enjoyable ways to play Skyrim is by being a good old-fashioned Nord with too much ale in their brain and too many axes in their hands. Fighting in melee is still one of the least clunky ways to play Skyrim.

The werewolf greatly bolsters this playstyle by making melee more ferocious and making the players more invincible. The post-werewolf results can be unpredictable, of course, and might involve a nasty hangover and fur coming out of the players’ ears.

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How to Become a Vampire-Werewolf Hybrid

While not an intended feature, the Dragonborn can become a Vampire-Werewolf hybrid in The Elder Scrolls V: Skyrim.  The Werewolf state was part of the base Skyrim game, while Vampire was later added to the Dawnguard expansion — which is included in most Skyrim editions. That pack fully intended for players to only commit with a single monstrous transformation. However, thanks to an oversight and glitch it is possible to have access to both at the same time.

Normally, one would have to pick between one of the two possible transformations at a time. It isn’t a total lock, as there are dialogue options to revert between either being a Vampire or Werewolf — but no normal means to quickly switch on the fly. Most importantly, each state has its own perk tree that can be maintained as a hybrid without the additional need to reallocate points.

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Players will have to do this procedure in a certain order. One will need to already have obtained Vampire Lord status before ever starting the questline to become a Werewolf. If one has already gained the ability to transform into the latter, then that character is no longer eligible for becoming a hybrid. One would need to restart all of Skyrim with a fresh new character and be sure to have backup saves just in case.

Becoming a Vampire Lord in Skyrim

Those that opt into the Dawnguard expansion questline in Skyrim will have the opportunity to first transform into a normal Vampire, and then later upgrade into a stronger Vampire Lord. This is the required first step in order to become a later hybrid. One will need to head to Fort Dawnguard within The Rift. If players are already level 10, players will also be automatically asked to visit by the Orc NPC Durak.

Vampire Route

Skyrim’s Dawnguard has two story options: help out the Dawnguard or side with the Volkihar Vampire clan. To gain the Vampire Lord transformation early, one will need to do the Volkihar option. If one has already agreed to side with Dawnguard, then the hybrid option will be lost of the rest of the save state. Joining the Volkihar involves doing a long quest chain that includes the following:

  • Dawnguard
  • Awakening
  • Bloodline
  • The Bloodline Chalice (Vampire) — ask Harkon to become a Vampire Lord
  • Prophet (Vampire)
  • Scroll Scouting
  • Seeking Disclosure
  • Chasing Echoes — but do not fully finish it

The last quest, Chasing Echoes, has a few caveats. Towards the end, the dedicated Skyrim follower Serana will ask what to do with the portal to the Soul Cairn. There are two options of fully upgrading to Vampire Lord or placing the Dragonborn’s soul in a Soul Gem. Despite the request, do not agree to either option yet. In order to become a Vampire-Werewolf hybrid one will now need to not answer Serana and head to the Companions Guild to start the Werewolf transformation.

Adding a Wolf Hybrid in Skyrim

Now that one is a Vampire Lord, it is time to head to another location Skyrim of Whiterun Hold. Once inside the town, head over to the Jorrvaskr district and the Companions guild house will be in the north-eastern section. Speak with Kodlak Whitemore to join the guild fully. He will also have several additional quests that must be undertaken:

  • Take Up Arms
  • Proving Honor
  • The Silver Hand
  • Random Sidequests

As noted, sometimes the Companions Guild will interweave one or two sidequests before returning to the main storyline. These are randomly generated quests that have different possible goals, targets, and locations. Most are rather simple or easy quests. If a quest shows up from the guild, complete it quickly and the main missions will be accessible again.

True Crossblooded Vampire-Werewolf

When starting up The Silver Hand, it is important to reinstate Serana as one’s Skyrim follower if she left at any point — or if someone else forced themselves as a follower previously. For the transformation to be both Vampire and Werewolf, one will want to add Vampire Lord to their power button or otherwise hotkey the transformation. In general, it is also a good idea to save now just in case things do not take.

For the quest itself, Skjor will ask players to meet them inside the Underforge. There, they will be requested to drink from the blood pool and become a full Werewolf. The important part here is to simultaneously take the blood and transform into a Vampire Lord at the same time. If done correctly, players will first become a Werewolf and then extremely quickly back to Vampire Lord. Now, at this point speak to Serana and agree to become a Vampire Lord again to deal with the Soul Cairn. If done correctly, the Dragonborn’s Werewolf and Vampire powers will combine into a single form.

Hybrid Powers in Skyrim

Since none of this was the intended design in Skyrim, being a Vampire-Werewolf hybrid in Skyrim has some strange effects to it. First, one will never take sunlight damage no matter which form they are currently in, making Vampire Lord much more deadly in the daytime. However, one cannot use the Vampire Seduction power at all. The biggest advantage is that all other Werewolf and Vampire skills learned will be saved and will not need to be retrained.

Quests and character reactions

All quests regarding the Volkihar, Dawnguard, and Companions will still function as normal. All story-related NPCs will regard players correctly as either a Werewolf or Vampire. However, random ambient dialogue around these locations may be jumbled, with the Dragonborn possibly being referred to as either, both, or just being a normal person. Most importantly, Serana, Harkon, and Aela the Huntress will have conversation prompts to restore standard Lycanthropy/Vampirism. Both of those options will break the hybrid status and should be avoided.

Last, the player character may show physical attributes of both transformations. Their eyes may change to the associated creature after ending a transformation and becoming humanoid. There is also a possibility that the actual Vampire and Werewolf models may overlap, giving a completely strange appearance until both transformations end. As a precaution, one will want to manually save often to make sure their hybrid status is never lost.

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The Elder Scrolls V: Skyrim Anniversary Edition is available on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and PC.

how to become a vampire or a werewolf: abilities and treatment

In Skyrim, you can become a werewolf or a vampire, in addition to the standard ten races that we are offered a choice at the beginning of the game. Along with this, you get several new tricks and spells.

Consider the pros and cons of vampires and werewolves, ways of conversion and healing.

Contents:

Werewolves

First, I’ll tell you how to become a werewolf in Skyrim. Surprisingly, it’s quite simple. To do this, you need to join the ranks of the Companions in Jorrvaskr (Jorrvaskr) in Whiterun (Whiterun) and complete the first few quests. After that, you will take part in the ritual and become a werewolf.

In the “Magic” section, a new power will appear called “ Beast Form ” (Beast Form). It allows you to turn into a werewolf once a day for 2.5 minutes. At the same time, all armor, weapons and jewelry are removed from you, respectively, all bonuses from things are lost.

Base claw damage is 20 and increases from level 45 to 80. While in werewolf form, you gain 100 health and stamina, but regen stops working. Also, your speed during the sprint becomes more than a horse — be careful when cornering!

You can restore health by eating a corpse. This will restore 50 health points and increase your werewolf time by 30 seconds.

You also gain a few feats, such as mass fear. They are given by Aela the Huntress for completing side quests after completing the Companions main chain.

Another plus is immunity to all diseases, including vampirism. That is, to become both a vampire and a werewolf will not work.

You can increase the number of transformations per day with the help of Hircine’s ring, which is given for completing the quest «Call of the Moon» (I’ll Met By Moonlight).

The disadvantages of include the inability to get a buff for sleeping, which increases the speed of skill leveling, respectively, and the leveling of combat skills is difficult, since you do not have armor and weapons. Also, other people will attack you, and you will not be able to talk. In uniform, you will not be able to search all sorts of chests and bodies.

In werewolf form, you can kill with impunity in cities, as you will not be recognized. But if they see you transforming into a werewolf, you will receive a fine of 1000 gold.

In general, being a werewolf is very good — very high damage (especially from powerful attacks while sprinting), useful skills, fast movement speed.

Lycanthropy Cure

Lycanthropy can be cured at the end of the Companions quest chain. To do this, you will have to cut off the heads of the Glenmoril witches, they can be found near the Bilegulch Mine between Markarth and Falkreath (world map).

Then bring them to the Tomb of Ysgramor, defeat the wolf spirit, and you’ll be cured. After that, it will be impossible to become a werewolf again.

Vampires

Now about how to become a vampire in Skyrim. To do this, you need to fight with the vampire, after which you will be informed that you are infected. You have 72 hours to cure the disease. To do this, just visit any altar or drink the usual potion of healing diseases.

But we don’t need it, so we wait 72 hours, after which we become a vampire, so to speak, of the first stage of the disease. We get the following effects:

  • Weakness to Sunlight — Health, magicka and stamina stop regenerating in the sun. Also, the skin will begin to char.
  • Resist Disease (Resist Disease) — 100% immunity to diseases.
  • Resist Poison (Resist Poison) — 100% immunity to poisons.
  • Night Stalker’s Footsteps — You are 25% harder to be seen while stealthed.
  • Champion of the Night — Illusion spells are 25% more powerful.

These effects apply to all stages of lifesteal. The appearance of your character will also undergo some changes: the eyes will become a different color, fangs will grow and the color of the skin will change.

Now I will list all the additional abilities and effects of each stage separately.

First Stage

Effects:

  • Resist Frost (Resist Frost) – 25% cold damage absorption.
  • Weakness to Fire (Weakness to Fire) — You take 25% more fire damage.

Also, health, magicka and stamina are reduced by 15 units.

Abilities:

  • Vampire’s Servant (Vampire’s Servant) — reanimates a weak enemy for 60 seconds. Can be applied once a day.
  • Vampire Sight (Vampire Sight) — allows you to see in the dark. Lasts 60 seconds.
  • Siphon Life (Vampiric Drain) — Drains 2 health per second from the target and transfers it to you. Beginner level destruction spell.

Second stage

Effects:

  • Resist Frost (Resist Frost) – 50% absorption of cold damage.
  • Weakness to Fire (Weakness to Fire) — You take 50% more fire damage.

Also, health, magicka and stamina are reduced by 30 units.

Abilities:

  • Vampire’s Servant — Resurrects a stronger enemy for 60 seconds. Can be applied once a day.
  • Vampire Seduction — Calms creatures and people up to level 10. Lasts 30 seconds.
  • Life Drain (Vampiric Drain) — Drains 3 health per second from the target and transfers it to you. Beginner level destruction spell.

Third stage

Effects:

  • Resist Frost (Resist Frost) – 75% absorption of cold damage.
  • Weakness to Fire (Weakness to Fire) — You take 75% more fire damage.

Also, health, magicka and stamina are reduced by 45 units.

Abilities:

  • Vampire’s Servant (Vampire’s Servant) — reanimates a strong enemy for 60 seconds. Can be applied once a day.
  • Life Drain (Vampiric Drain) — Drains 4 health per second from the target and transfers it to you. Beginner level destruction spell.

Fourth Stage

Effects:

  • Resist Frost (Resist Frost) — 100% absorption of cold damage.
  • Weakness to Fire (Weakness to Fire) — You take 100% more fire damage.

Also, health, magicka and stamina are reduced by 60 units.

Abilities:

  • Vampire’s Servant (Vampire’s Servant) — reanimates a very strong enemy for 60 seconds. Can be applied once a day.
  • Life Drain (Vampiric Drain) — Drains 5 health per second from the target and transfers it to you. Beginner level destruction spell.
  • Embrace of Shadows (Embrace of Shadows) — Turn invisible and gain night vision for 180 seconds.

At this stage, people will begin to act hostile towards you, as you will become a full-fledged such a terrible vampire.

The transition from stage to stage occurs every 24 hours without drinking blood. If you drink blood, then you immediately become a vampire of the first stage.

You can drink blood in stealth mode from sleeping characters, the mechanics are the same as stealing from pockets — sneak up and press E.

Curing vampirism

If you are tired of being a vampire, then there are two ways to heal. One of them is to become a werewolf.

You can also ask any bartender about the rumors and he will tell you that Falion in Morthal is studying vampires. He will ask you to bring a filled black soul gem. An empty stone can be bought or stolen from him.

Then meet him again at the appointed time, and after the ritual you will no longer be a vampire. But after the cure, you can become a vampire again.

Other articles on the game:

Become a hybrid

With the advent of the Dawnguard DLC, playing the role of a vampire lord or a werewolf has become not only pleasant, but also useful. New perks, transformation options, etc. allowed me to fully immerse myself in the roleplaying of the character. However, everything spoils the harsh choice between one or the other!
What should those who hoped and expected that the opportunity to play both a vampire and a werewolf at the same time, which was once in the third part of the scrolls, appear in the fifth? What about those who do not want to constantly wander through the whole of Skyrim to Aela the Huntress and Serana to play in one form or another? This plugin was created to solve this problem.
After connecting the plugin, you will have the opportunity to become a hybrid, i.e. be both a vampire and a werewolf without losing the status of a vampire / werewolf, as well as abilities. Note that in the new version it does not matter when and at what stage you want (if you want) to become a vampire lord or a werewolf. You can play through the entire Companions storyline first, or vice versa, play through the Volkihar vampires storyline first. You can even go through the Dawnguard storyline and kill Lord Harkon and still be able to become a vampire/werewolf hybrid.

Features:

There are several one-time moments in the game when you can become a vampire lord, this is when completing the quest «Bloodline» and when completing the quest «Chasing the Past» (if you chose the side of the Guardians dawn). There is also a universal way to turn into a vampire after completing all the quests of any of the factions (vampires of the Volkihar clan / Dawnguard), for this you need to select the appropriate line in Serana’s dialogues and she will turn the player into a vampire. By analogy, there are two ways to become a werewolf. One-time method when passing quest «Silver Hand» and universal (after completing all Companions quests) way — through dialogue with Aela the Huntress. In the standard game, using either of these methods, the player could be either a Vampire Lord or a Werewolf. With a plugin, this restriction disappears. You can choose to become either a vampire lord, a werewolf, or a hybrid at your discretion. Either remain a man or become one again with the help of standard game quests.
It is also worth noting that this opportunity for the player is not one-time, but reusable. Those. if you were a hybrid, then completed the corresponding quests and became a human again, and then for some reason changed your mind and decided to become a hybrid again (through the dialogues of Aela and Serana), then the opportunity to become one will not disappear anywhere. Therefore, if you change your mind again and decide to get rid of lycanthropy, then take care of the extra head of the Glenmoril Witch (standard cure quest) in advance, because. turning into a vampire while using this plugin will not cure you of lycanthropy!

Please note that if you turn into a vampire already being a werewolf , then you need to turn into a vampire lord form at least once for the plugin to work correctly! The condition does not apply only to the transformation during the passage of the quest «Bloodline» , because. after being bitten by Harkon, you will automatically take the form of a vampire lord.

The standard transformation from werewolf form to human was not affected in the plugin. Firstly, this was done for those who are playing as the Guardian of the Dawn during the passage of quest «Chasing the Past» decided to become a hybrid and did not want to give up vampirism in order to fulfill Isran’s order to heal. Secondly, so that the hybrid can use the services of Galatil (lives in the «Rampant Flag», in the Rat Hole). In other words, after transforming from beast form to human, the player’s red eyes will disappear until he (or she) transforms into vampire lord form and back to human. Thanks to this, as long as your hero has the eyes of an ordinary person, he will be able to use the services of Galatil to change his appearance and she will not refuse him because of vampirism, and he can also calmly be in the fort of the Dawnguard and complete their quests without worrying that he / she will be mistaken for vampire. The downside is that the vampires in Valkihar Castle will not treat the player as a vampire until you turn into a vampire lord and back into a human. An external indicator that will help you understand how things are going is the player’s eyes. Depending on the last transformation, they will be either human or vampire (yellow in the standard game, but, for example, I have a red retexture).

Another feature is the guards’ comments that they will release regarding your Dovokine. Those. all the old talk about «fur from the ears», «stink like a wet dog», «strange hunger in the eyes», etc. will remain regardless of who you turned into the last time. This was deliberately left for more immersion in the game.

Starting from version 2.5 added support for a wonderful plugin from the author spwned «Moonlight Tales — Werewolf and Werebear Overhaul». How to combine this plugin and «Moonlight Tales» is written in the corresponding section of the ReadMe. This is just a description of what will be available to the player when using this plugin and the plugin from spwned together. First of all, you will be able to transform into a Vampire Lord/Werber hybrid or a Vampire Lord/Werewolf hybrid. In addition, turning through the «Moonlight Tales» settings menu with already existing vampirism, you will still remain a Vampire (without a fix, which is contained in this plugin in the Optional folder, the player was healed of vampirism). It should be noted that turning into a werewolf after being infected by wild werewolves through a disease (added by the «Moonlight Tales» plugin) has not been tested in the game itself. But it was checked for conflicts. No problems were found, but if you find any please let me know.

Technical:

Requirements: Required: Skyrim 1.9.32.0, DLC Dawnguard

Installation:

1. Copy the contents of your game’s Data folder to the plugin’s Data folder;
2. If you have installed the plugin «Vampire Lords can Loot and Activate» from the author of DarkenDe , then copy the contents of the For DarkenDe folder (located in the Optional folder) to the Data folder of your game. You will be prompted to confirm if you want to replace the existing file. We agree to a replacement.
3. If you have the «Moonlight Tales — Werewolf and Werebear Overhaul» plugin from the author of spwned version 2.05 installed, then copy the contents of the For Moonlight Tales folder (located in the Optional folder) to the Data folder of your game. You will be prompted to confirm the replacement of existing files. We agree to a replacement. Please note this patch replaces 2 scripts from the «Moonlight Tales — Werewolf and Werebear Overhaul» plugin version 2. 05, so it should be installed after installing the «Moonlight Tales» plugin itself!
3. Go to the Files section of the game launcher and activate the esp file.
4. Play.

Load Order:

It is highly recommended to use the BOSS Auto Sorter to ensure the correct load order. Below is an example of several possible options.

1. Example of loading order (from top to bottom) when using the plugin in conjunction with «Vampire Lords can Loot and Activate» and «Tales of Lycanthropy — Werewolf Overhaul»:

— Plugins affecting vampirism or lycanthropy:
— UnblockActivate.esp or UnblockActivateNoWereNoMap.esp or UnblockActivateNoWere.esp (if using)
— become_hybrid.esp
— ToL_Core_by_Brevi.esp (if using)
— ToL_SKSE_by_Brevi.esp (if using)

) when using the plugin in conjunction with «Moonlight Tales — Werewolf and Werebear Overhaul» and «Tales of Lycanthropy — Werewolf Overhaul» (the second module of ToL — SKSE):

— Plugins affecting vampirism or lycanthropy:
— become_hybrid. esp
— ToL_SKSE_by_Brevi.esp (if you use it)
— Brevi_MoonlightTales.esp (if you use it)
Optional — optional files that are put on top of the plugin to work with other mods, namely:
For DarkenDe — Version for those who use «Vampire Lords can Loot and Activate»;
For Moonlight Tales – Optional patch for those who have the «Moonlight Tales — Werewolf and Werebear Overhaul» plugin version 2.05 installed.

— In the folder «For DarkenDe» you will find a version compatible with the plugin from the author DarkenDe «Vampire Lords can Loot and Activate»;
— In the folder «For Moonlight Tales» you will find a version compatible with the plugin from the author spwned «Moonlight Tales — Werewolf and Werebear Overhaul»;
— To work with the main module of the «Tales of Lycanthropy — Werewolf Overhaul» plugin, you must correctly set the load order. The esp file for this plugin (become_hybrid.esp) must come before the Tales of Lycanthropy esp file.